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Messages - Iredc

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21
Quote
Unfortunately the only one I know of for Wonderswan is one of the many emulator mods that Guest created for various consoles many years ago. While it was great he wanted to help more obscure consoles get debug tools, his debug mods are rather cumbersome to use.

That wouldn't be the Mednafen emulator, would it? I couldn't start it because of some .txt configuration missing.
This is what I get in Cheat Engine when searching for the word "However" (hex:BBDCE4D2E3D2DF, pointer:0A00EB39)

Is this the kind of code I should be looking for?

By the way, there was a bit more about the pointers than I previously thought. The 7th bit of the pointer is only a "3" for offsets in the 0027XXXX range. For offsets in 0037XXXX range, it's a "7".
I don't think I can do anything with Atlas this way. But I suppose I can keep inserting the pointers manually. Since there's no math involved, it's not much trouble to write them.

For the moment, I'm more concerned about the font size in screen. So far, I've been unsuccesful trying to locate a font width table or anything like that.

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Thank you for your answers.
I didn't move Cartographer around, nor any of the files inside the folder. It could load the table before, but now it stopped working. I also checked that no hex code was assigned to several characters in the table (i.e. 65=A, 65=B). I guess something broke in my computer? Or maybe the table became corrupted or something, though WindHex loads it without problem. :huh:

As for the debugger, is it something like Cheat Engine reading addresses while emulating the game? I could try it, though I'm not sure I'll be able to interpret the results. I've seen other posts about Wonderswan pointers, and it seems they're pretty difficult: https://www.romhacking.net/forum/index.php?topic=17949.0
I was lucky this game in particular has the pointers right below the text, so they were intuitive to find out. So far, the formula works. Changing the pointer 0D00013A to 0B00013A, for example, effectively shows in screen the last two characters from the previous line.

Here are some pictures of the progress so far (the introduction):
https://pasteboard.co/I05XpN1.jpg
https://pasteboard.co/I05XNfg.jpg

As you can see, the major problem now is that the font is too big. So even if I have a lot of empty space in the ROM, I still can't write much (not that the original Japanese lines were much longer, anyway). I'd need to resize the font, if that's possible.

Quote
then the total address is (segment*0x10)+offset, which does indeed give a 20-bit range but means there are 4096 different ways to address the same byte

Do you mean that the same pointer could eventually point to several lines at once? That could be very problematic. :-\

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Hello. I'm currently trying to hack the game "Digimon Tamers-Brave Tamer" for the Wonderswan Color.
So far, I've managed to build a complete table and find out how the pointers work. The pointers are right below the text, and work as follows: If, for example, the starting point of the text has offset 00279E8C, then the pointer is 0C00E839.

That is, the second bit of the pointer is the last bit of the offset (preceded by a zero and followed by two zeroes), the 5th and 6th bits are the 6th and 7th bits of the offset, then comes a 3, and then the 5th bit of the offset. I know, it's messy, but I don't know how to explain it better. I've compared several pointers and all follow the same formula.

This way, I've inserted text successfully in an empty section of the ROM, updating the pointers manually in WindHex. However, I would like to know if I can use tools like Cartographer and Atlas to rewrite the pointers automatically. This is the first time I get past the initial stages of hacking a ROM and I'm a bit lost as to how to use these tools.

For starters, Cartographer is suddenly giving me an error ("Cannot open table file") even though it worked previously fine with said table. But is Cartographer absolutely necessary for the process? Or can I simply use WindHex to dump the text?

Then it comes Atlas. I read the documentation, but the examples given are for NES or GB pointers. I don't know what kind of script I could write for these WSC pointers (or if it's possible at all).

24
Newcomer's Board / Re: Naruto Uzumaki Chronicles 2 .RAW Files
« on: September 26, 2018, 12:10:45 pm »
I stumbled upon the same problem when trying to translate the FMA 3 game. So far, I've found out that the first Fullmetal Alchemist games were translated to Russian by a team named Kudos (the site was Rusperevod.com, now dead).

Besides this, this Chinese site posted a tool (XpertD) with plugins to extract files from the Bleach cfc.dig (http://bbs.3dmgame.com/thread-964430-1-1.html). It seems to be a different program than the more commonly found Xpert tool. I had no luck downloading it, though. Perhaps a request for a reupload would help.

25
Newcomer's Board / Policies on fan-made games
« on: August 20, 2018, 07:09:15 pm »
I'm not sure if this is the correct place for this question, so sorry if it isn't.

My question is about fan-made games and the site's policies about them.
I just finished translating this visual novel from 2004:http://bluebirdsillusion.wikia.com/wiki/Fullmetal_Alchemist:_Bluebird%27s_Illusion_(visual_novel)

Contrary to what the wiki says (its pretty old info), there arent any other translations to my knowledge. My question is, would it be appropiate to upload this game here, given that it's not commercial? Or should I release a patch instead? Is this kind of content allowed in this site or should I upload it in a different place?

26
Personal Projects / Re: Independent Girl Translations
« on: October 07, 2017, 06:01:22 am »
Thank you very much for the Stray Rondo's translation! I played it whole, including side quests, and there were no bugs. There's only a couple of text mistakes in which Cony refers to her brother as "Ed", but that's all.

I took a look at the sequel's data, but seeing that you planned already to work on it, I'll wait eagerly for your translation. :thumbsup:

27
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: October 02, 2017, 04:44:56 am »
I had no idea those translations existed. It seems the team is called NoRG or NoRG/Vector, and they've done many Russian translations for different games, but I couldn't find any contact information. All references are to torrent sites and the like.

28
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 28, 2017, 07:39:41 am »
Yeah, I was afraid it would be so in the end. Unfortunately, comparing data to find that kind of algorithm is way, way above my skills. Guess I'll have to try luck with a different game, perhaps some of the GBA Fullmetal games instead, if such project hasn't been taken already.
Thank you for all your help and effort. At least the problem is identified now.  :)

29
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 25, 2017, 11:13:57 am »
I tried IsoBuster with this, and it retrieves some additional files. But they can't be extracted with the free edition of the program so I don't know what they are. Some of them look like the cutscenes in .mpeg format. However, when viewing the ISO in a hex editor I didn't find anything that wasn't already in the extracted files.

30
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 21, 2017, 02:16:49 pm »
Ok, I made a try with a piece of dialogue with just text and no voice (this happens when you try to leave the starting area in the wrong direction):
https://photos.app.goo.gl/ViqTO20FZeQIG5Hh2


The VSO scan viewer shows that sector 395540 belongs to the CFC.DIG file (offset 1409D000). All the other sectors in the screenshot belong to that file as well.
The quickbms script I first used to extract CFC.DIG is here: http://aluigi.altervista.org/quickbms.htm (it's called simply "Cfc Dig").
The script creates a folder "0" that contains audio with the IECS header and a folder "1" with many files (among them the ones which contain the sectors from above). So I suppose the dialogue is in some of those files. The problem is that they look compressed or encrypted, without any readable text. All of them begin with 00 05.

31
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 18, 2017, 05:19:53 pm »
Well, that's some progress  :)
I assumed the XA.PAK was audio based on others' comments, and since the first game of the series lacks that file (and coincidentally doesn't have voiceovers either), I supposed it contained just the voice acting. Though it's possible that they used a different file system in the first game. Perhaps comparing the spoken lines vs. the text-only lines (as in conversations with the random characters) could shed some light.
Anyway, thanks a lot for looking into this.

Edit: is the sector viewer you're using some function of PCSX2 log window? I can't seem to find the same functions; maybe I'm running an older version of the emulator.

32
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 06, 2017, 12:35:08 pm »
Yeah, but in this case there's no SYSTEM.DAT. It's a SYSTEM.CNF which only has this data:
Code: [Select]
BOOT2 = cdrom0:\SLPM_660.73;1.VER   = 1.01.VMODE = NTSC..
I think the files are compressed or encrypted, so probably can't be retrieved without some serious reverse engineering.

33
Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: August 22, 2017, 06:19:36 pm »
I already tried the Monkey Moore and Arbitrary Search tools, both in the individual files and ISO, but got no result.
I had also heard that Square games were particularly difficult to hack, but wasn't some Kingdom Hearts game translated by fans?

There's this list of game characters inside the .ELF file:


Is this relevant?
There's also this, which looks like... a list of fonts? (it's from the English game):

34
Newcomer's Board / Find dialogue text in PS2 game (Racjin)
« on: August 22, 2017, 11:50:14 am »
I'm trying to locate the text script of a PS2 game (Fullmetal Alchemist 3: Kami o Tsugu Shoujo) to translate it from Japanese. The game was developed by Racjin, and it seems to have a very similar structure to other Racjin games like Naruto Uzumaki Chronicles, so any info on any of those games will be quite useful as well.
Upon extracting the ISO, this is what I found:

-A folder called "DSI": it contains the cinematic cutscenes in .dsi format (VGMtoolbox presumably opens them)
-A folder called "XA": it contains a file, "XA.pak". I'm not sure what is this, but was told in another forum that it was just music (it has no header).
-A "CFC.DIG" file: there's a quickbms script which extracts it and produces a lot of .raw files. Some are audio, and the others may be models (if it's the same case as this, as it seems: https://www.romhacking.net/forum/index.php?topic=24139.0)
-A "DATA0" file which is almost empty (200kb): apparently, only has some audio
-The .IRX modules
-SYSTEM.CNF
-IOPRP255.IMG (258 kb)
-The .ELF file (SLPM_660.73): the executable, I suppose.

Apart from this, there's nothing more inside the ISO, so I don't know how to proceed from here. I haven't found anything that looks remotely as a dialogue script, yet it should be "somewhere". This game has a lot of dialogue, similar to a visual novel, so it's very unlikely that the text is simply stored in texture files. Also, when I checked the previous FMA games (which were released in English by the same company), I couldn't find anything either.

Does this file structure ring any bells for someone? Perhaps the text is inside the .ELF? I can't really interpret the hex data inside it, but seems to be the only place left for it. Does that make any sense? I also checked the memory dump of a PCSX2 save, but there wasn't dialogue text there (neither in the Japanese nor in the English games).
I hope someone can shed some light on this mistery, because being a newbie in this, I'm totally confused.

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